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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • My 3D object (opengl es) is disappearing behind the iPhone camera view

    - by KLC
    I have an augmented reality iPhone app that I am converting from Core Animation to OpenGL ES 1.1. I have added code that has been modified from the Apple OpenGL template. My problem is that my 3D object , when translating along the negative Z-axis (away from the user), appears to disappear into the camera view, until its completely gone. I have experimented with several solutions, but to no avail. What I have determined: Using the 3D icosahedron from Jeff Lamarche's blog here, the object starts it at 0,0,0 and then translates with decreasing z coordinates. By the time the z value reaches -2.0f, the object is gone. It appears as if it is disappearing behind the camera view. This is how I set my frustrum & viewport (unchanged from Apple's code) glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); //Grab the size of the screen CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); What I have tried: The camera view is the main view and several other views are added to it as subviews, including the openGLView. I have commented those views out for test purposes. I have applied CATransforms to move the openGLView in the z direction -500 and +500, and done the same to the camera view. I have also changed the zFar in the above code to 1.0f, and it still disappears at z position of -2.0, which doesn't make sense (shouldn't it disappear at z=1.0?) My experimentation has got me more confused than when I started ( which usually means I am missing a key piece, but I can't figure out what). Thanks for your help.

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  • Method of transforming 3D vectors with a matrix

    - by Drew Noakes
    I've been doing some reading on transforming Vector3 with matrices, and am tossing up digging deeper into the math and coding this myself versus using existing code. For whatever reason my school curriculum never included matrices, so I'm filling a gap in my knowledge. Thankfully I only need a few simple things, I think. Context is that I'm programming a robot for the RoboCup 3D league. I'm coding it in C# but it'll have to run on Mono. Ideally I wouldn't use any existing graphics libraries for this (WinForms/WPF/XNA) as all I really need is a neat subset of matrix transformations. Specifically, I need translation and x/y/z rotations, and a way of combining multiple transformations into a single matrix. This will then be applied to my own Vector3 type to produce the transformed Vector3. I've read different advice about this. For example, some model the transformation with a 4x3 matrix, others with a 4x4 matrix. Also, some examples show that you need a forth value for the vector's matrix of 1. What happens to this value when it's included in the output? [1 0 0 0] [x y z 1] * [0 1 0 0] = [a b c d] [0 0 1 0] [2 4 6 1] The parts I'm missing are: What sizes my matrices should be Compositing transformations by multiplying the transformation matrices together Transforming 3D vectors with the resulting matrix As I mostly just want to get this running, any psuedo-code would be great. Information about what matrix values perform what transformations is quite clearly defined on many pages, so need not be discussed here unless you're very keen :)

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  • Simulating 3D 'cards' with just orthographic rendering

    - by meds
    I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right). I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal. I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible? ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress. here's what I mean: Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.

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  • 3D coordinate of 2D point given camera and view plane

    - by Myx
    I wish to generate rays from the camera through the viewing plane. In order to do this, I need my camera position ("eye"), the up, right, and towards vectors (where towards is the vector from the camera in the direction of the object that the camera is looking at) and P, the point on the viewing plane. Once I have these, the ray that's generated is: ray = camera_eye + t*(P-camera_eye); where t is the distance along the ray (assume t = 1 for now). My question is, how do I obtain the 3D coordinates of point P given that it is located at position (i,j) on the viewing plane? Assume that the upper left and lower right corners of the viewing plane are given. NOTE: The viewing plane is not actually a plane in the sense that it doesn't extend infinitely in all directions. Rather, one may think of this plane as a widthxheight image. In the x direction, the range is 0--width and in the y direction the range is 0--height. I wish to find the 3D coordinate of the (i,j)th element, 0

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  • Is there any way to enable the HiDef graphics profile property on a Silverlight 5 3d Web App?

    - by Daniel
    I have an XNA Windows Game that uses the HiDef profile to load complex fbx and obj files. Trying to move it over to a Silverlight 3d Web App, Silverlight seems to only want to use the Reach profile, and I get an error that the Reach profile does not support a sufficient number of primitive draws per call. Is there any way to change to HiDef in Silverlight 5? It is not in the project properties and attempting to change it in mainpage.xaml.cs only gives me the option of setting it to Reach.

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  • Is it possible to make/translate a 3d engine to ruby on rails?

    - by user20529
    I am looking to make a 3D FPS that runs inside web browsers. I looked into using WebGL, but it didn't seem far enough along into development. I decided on using RoR because Ruby was a language I knew. I realize this may seem like a ridiculous question, but is there any way I can port/rewrite/whatever a game engine(Say for instance IrrLicht) to run inside Rails? Or for that matter, any other language on the web.

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  • Where can I find free simple 3D models? [duplicate]

    - by fibo-Nacci
    This question is an exact duplicate of: What are good sites that provide free media resources for hobby game development? [closed] I'm learning OpenGL. Unfortunately can't create 3D models, but I would like to write some really simple games, to improve my programming skills. I need some really basic .obj file, which has one bmp, or jpeg texture. Where can I download some for free? Thanks in advance,

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  • Any good open source online RPG starter kit for development ?

    - by Andrew Sky
    Hi there, Does anyone know of a good open source toolkit that allows level designer and graphic designer or someone with basic programming experience to create multiplayer online Role Playing Game ? The game can be a simple 2D interface in a 2d virtual world. I know Microsoft have a starter kit something like the following : http://creators.xna.com/en-US/starterkit/roleplayinggame that allows developer to create RPG game running on XBox platform but i am looking more on multiplayer role playing game on the web platform where player can play directly with their browser. regards Andrew

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  • Object oriented design of game in Java: How to handle a party of NPCs?

    - by Arvanem
    Hi folks, I'm making a very simple 2D RPG in Java. My goal is to do this in as simple code as possible. Stripped down to basics, my class structure at the moment is like this: Physical objects have an x and y dimension. Roaming objects are physical objects that can move(). Humanoid objects are roaming objects that have inventories of GameItems. The Player is a singleton humanoid object that can hire up to 4 NPC Humanoids to join his or her party, and do other actions, such as fight non-humanoid objects. NPC Humanoids can be hired by the Player object to join his or her party, and once hired can fight for the Player. So far I have given the Player class a "party" ArrayList of NPC Humanoids, and the NPC Humanoids class a "hired" Boolean. However, my fight method is clunky, using an if to check the party size before implementing combat, e.g. public class Player extends Humanoids { private ArrayList<Humanoids> party; // GETTERS AND SETTERS for party here //... public void fightEnemy(Enemy eneObj) { if (this.getParty().size() == 0) // Do combat without party issues else if (this.getParty().size() == 1) // Do combat with party of 1 else if (this.getParty().size() == 2) // Do combat with party of 2 // etc. My question is, thinking in object oriented design, am I on the right track to do this in as simple code as possible? Is there a better way?

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  • What are the general strategies for the server of an FPS multiplayer game to update its clients?

    - by Hooray Im Helping
    A friend and I were having a discussion about how a FPS server updates the clients connected to it. We watched a video of a guy cheating in Battlefield: Bad Company 2 and saw how it highlighted the position of enemies on the screen and it got us thinking. His contention was that the server only updates the client with information that is immediately relevant to the client. I.e. the server won't send information about enemy players if they are too far away from the client or out of the client's line of sight for reasons of efficiency. He was unsure though - he brought up the example of someone hiding behind a rock, not able to see anyone. If the player were suddenly to pop up where he had three players in his line of sight, there would be a 50ms delay before they were rendered on his screen while the server transmitted the necessary information. My contention was the opposite: that the server sends the client all the information about every player and lets the client sort out what is allowed and what isn't. I figured it would actually be less expensive computationally for the server to just send everything to the client and let the client do the heavy lifting, so to speak. I also figured this is how cheat programs work - they intercept the server packets, get the location of enemies, then show them on the client's view. So the question: What are some general policies or strategies a modern first person shooter server employs to keep its clients updated?

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  • jQuery memory game: if $('.opened').length; == number run function.

    - by Carl Papworth
    So I'm trying to change the a.heart when there is td.opened == 24. I'm not sure what's going wrong though since nothings happening. HTML: <body> <header> <div id="headerTitle"><a href="index.html">&lt;html<span class="heart">&hearts;</span>ve&gt;</a> </div> <div id="help"> <h2>?</h2> <div id="helpInfo"> <p>How many tiles are there? Let's see [calculating] 25...</p> </div> </div> </header> <div id="reward"> <div id="rewardContainer"> <div id="rewardBG" class="heart">&hearts; </div> <p>OMG, this must be luv<br><a href="index.html" class="exit">x</a></p> </div> </div> <div id="pageWrap"> <div id="mainContent"> <!-- DON'T BE A CHEATER !--> <table id="memory"> <tr> <td class="pair1"><a>&Psi;</a></td> <td class="pair2"><a>&para;</a></td> <td class="pair3"><a>&Xi;</a></td> <td class="pair1"><a>&Psi;</a></td> <td class="pair4"><a >&otimes;</a></td> </tr> <tr> <td class="pair5"><a>&spades;</a></td> <td class="pair6"><a >&Phi;</a></td> <td class="pair7"><a>&sect;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair4"><a>&otimes;</a></td> </tr> <tr> <td class="pair9"><a>&Omega;</a></td> <td class="pair2"><a>&para;</a></td> <td id="goal"> <a href="#reward" class="heart">&hearts;</a> </td> <td class="pair10"><a>&copy;</a></td> <td class="pair9"><a>&Omega;</a></td> </tr> <tr> <td class="pair11"><a>&there4;</a></td> <td class="pair8"><a>&clubs;</a></td> <td class="pair12"><a>&dagger;</a></td> <td class="pair6"><a>&Phi;</a></td> <td class="pair11"><a>&there4;</a></td> </tr> <tr> <td><a class="pair12">&dagger;</a></td> <td><a class="pair5">&spades;</a></td> <td><a class="pair10">&copy;</a></td> <td><a class="pair3">&Xi;</a></td> <td><a class="pair7">&sect;</a></td> </tr> </table> <!-- DON'T BE A CHEATER !--> </div> </div> <!-- END Page Wrap --> <footer> <div class="heartCollection"> <p>collect us if u need luv:<p> <ul> <li><a id="collection1">&hearts;</a></li> <li><a id="collection2">&hearts;</a></li> <li><a id="collection3">&hearts;</a></li> <li><a id="collection4">&hearts;</a></li> <li><a id="collection5">&hearts;</a></li> <li><a id="collection6">&hearts;</a></li> </ul> </div> <div class="credits">with love from Popm0uth ©2012</div> </footer> </body> </html> Javascript: var thisCard = $(this).text(); var activeCard = $('.active').text(); var openedCards = $('.opened').length; $(document).ready(function() { $('a.heart').css('color', '#CCCCCC'); $('a.heart').off('click'); function reset(){ $('td').removeClass('opened'); $('a').removeClass('visible'); $('td').removeClass('active'); }; $('td').click(openCard); function openCard(){ $(this).addClass('opened'); $(this).find('a').addClass('visible'); if ($(".active")[0]){ if ($(this).text() != $('.active').text()) { setTimeout(function(){ reset(); }, 1000); } else { $('.active').removeClass('active'); } } else { $(this).addClass("active"); } if (openedCards == 24){ $(".active").removeClass("active"); $("a.heart").css('color', '#ff63ff'); $("a.heart").off('click'); } } });

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  • OpenGL ES and real world development

    - by Mark
    Hi Guys, I'm trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and 'some' texturing success too. But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult. How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the "big" tooling suites (3DS, Maya, etc...) have exporting features? Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate "part" of a model (legs only, turn head, etc...)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days "into" models (somehow) Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc... are done programatically. I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on? Thanks for any help you can give, I appreciate all types of response big or small :) Cheers, Mark

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  • 3d Studio Max and 2+CPUs - Core limit ?

    - by FreekOne
    Hi guys, I am scouting for parts to put in a new machine, and in the process, while looking at different benchmarks I stumbled upon this benchmark and it got me a bit worried. Quote form it: Noticably absent from this review is an old-time favorite, 3ds Max. I did attempt to run our custom 3ds Max benchmark on both the 2009 and 2010 versions of the software, but the application would simply not load on the Westmere box with hyper-threading enabled. Evidently Autodesk didn't plan far enough ahead to write their software for more than 16 threads. Once there is an update that addresses this issue, I will happily add 3ds Max back into the benchmarking mix. Since I was looking at dual hexa-core Xeons (x5650), that would put my future machine at 24 logical cores which (duh) is well over 16 cores and since I'm mostly building this for 3DS Max work, you can see how this would seriously spoil my plans. I tried looking for additional information on this potential issue, but the above article seems to be the only one who mentions it. Could anyone who has access to a 16 core machine or an in-depth knowledge about 3DS Max please confirm this ? Any help would be much appreciated !

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  • Vmware server - 3d graphics upgrade like WKS 7 and vmware player

    - by jimbo45
    Hi all Anybody have an idea as to when VMWARE SERVER will have an upgrade to support 3-d graphics etc. I have created some W7 VM's under WKS7 and an upgraded vmware tools -- the W7 VM's run full aero etc. I believe that vmware tools and graphics for VM's running under vmware server are at the WKS 6.5 level -- hence problems can occur. Any info on an upgrade. Cheers jimbo

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  • Ten Benefits to Video Game Play [Video]

    - by Jason Fitzpatrick
    Want to justify spending the whole weekend playing video games? We’re here to help. Courtesy of AllTime10, this video rounds up ten benefits to playing video games ranging from improved dexterity to pain relief. Want to highlight a benefit not listed in the video? Sound off in the comments. [via Geeks Are Sexy] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Game Guide to Purchasing Items in Fish Isle

    There are many things you can purchase in Fish Isle like decorations, buildings, trees, and animals. This Fish Isle guide will show you how to purchase items, but it will also show you how to do thin... [Author: Jake Clark - Computers and Internet - April 17, 2010]

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  • Game-Changing New Technology for Datacenter Storage

    - by Lajos Sárecz
    Ma este 18 órától tart az Oracle egy publikus webcast-ot, mely keretében egy új storage technológia kerül bejelentésre. Aki az adattárolási költségeit szeretné csökkenteni és egyúttal hatékonyabbá tenni (ki ne szeretné ezt?), annak érdemes beregisztrálnia. A hírek szerint ugyanis ez az új technológia jelentos teljesítmény növekedést eredményez a tárolási költségek csökkentése mellett, ráadásul nagy kapacitással és archiválás valamint adatvédelem szempontjából újszeru képességekkel érkezik.

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